09-22-2010, 12:55 PM | #1 |
Join Date: Jul 2010
Location: Sønderjylland, Denmark
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Making two-handed weapons more interesting.
Playing and GM'ing a GURPS game set in the warhammer world I have noticed that twohanded weapons rules-wise doesn't appeal very much to the players.
For high strength warriors the damage difference between one-handed and twohanded weapons is just too low to outweigh the lower defense for having no shield, and seeing Knights of the white wolf running around with one-handed hammers and shield just makes me sad. After seeing the rules for two-handed strike in Martial Arts I came up with the following house rule. Two-handed damage A weapon held two-handed will permit the player to put more of his strength in the blow. Two-handed weapons deal +1 damage for each die of basic thrust/swing damage beyond the first. Does it make two-handed weapons too powerful? Or is it fine in a world that has plenty of dwarves running around with two-handed axes and orange-spiked hair. And I may look new to the forum, but I have been stalking you for years :-) |
09-22-2010, 01:48 PM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Making two-handed weapons more interesting.
I'd say +1 to damage per die past the first two (since many heavy weapons sorta expect you to have ST around 15) would be okay. Otherwise, the -2 to parry successive attacks (instead of -4) and +2 to resist Disarms are pretty nice. Between TbaM/WM and Combinations (this being WH40K...), you don't have all that much use for DWA unless you're an archer. Now, Unbalanced stuff is less interesting.
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09-22-2010, 01:49 PM | #3 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Making two-handed weapons more interesting.
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Attack at a reach of 2 Dodge combined with Retreat for +3 repeat until PC is incapacitated This, added with the new Low Tech shield HP and DR, as well as Icelander extra rules for shields, will help very much. Obs-If they could afford a ST of 17, a skill of 18, and uses a Long spear+Shield, maybe what you should do is lower the players character points. |
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09-22-2010, 02:22 PM | #4 | ||
Join Date: Jul 2010
Location: Sønderjylland, Denmark
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Re: Making two-handed weapons more interesting.
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Weight is also in the favor of two-handed weapons (because of breakage), but for a adventurer, they also have a lot of things going against them. Especially in narrow skaven tunnels or in Imperial cities (where a halberd is a lot harder to hide than a broadsword) Quote:
Can't really see who could make a two-handed thrust damage attack with ST 17+ though, maybe some high strength monsters. |
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09-22-2010, 02:30 PM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making two-handed weapons more interesting.
Isn't CCoI supposed to give unbalanced swung weapons a damage boost?
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09-22-2010, 02:31 PM | #6 | |
Join Date: Jul 2010
Location: Sønderjylland, Denmark
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Re: Making two-handed weapons more interesting.
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Weapons with a high enough strength requirement to give you two dice in basic swing damage (ST 13) would then get -2 to prevent "double dipping" Last edited by Mathis; 09-22-2010 at 02:37 PM. |
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09-22-2010, 02:36 PM | #7 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Making two-handed weapons more interesting.
I really, really wish 2-handed weapons and axes were "better" as well.
Didn't Kromm say if he had it to do again all two-handed axes would be +1 damage? EDIT: Yes, he did:
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 09-22-2010 at 02:40 PM. |
09-22-2010, 02:44 PM | #8 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Making two-handed weapons more interesting.
Two handed unbalanced weapons. Axes, mauls, etc. Not two-handed swords, though.
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09-22-2010, 02:47 PM | #9 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Making two-handed weapons more interesting.
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If they have, let's say, ST13, and 2 levels of striking ST, this would result in 2d+2 with a sword, but 3d+1 with a dueling halberd, if they find an enemy with heavy armour, the 1d-1 extra damage will surely help. Against Shields there is also the Close combat rules, who says that at close combat, you have -DB of skill. And you don't need to make 2H weapons better in everything, just make them as useful as 1H, with they already are. |
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09-22-2010, 03:41 PM | #10 | ||
Join Date: Jul 2010
Location: Sønderjylland, Denmark
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Re: Making two-handed weapons more interesting.
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I just feel that in situations where 1. you can retreat 2. you can swing your giant axe/sword/halberd and 3. you have managed to bring your polearm along, the warrior with the two handed weapon should be at a greater advantage. There must after all have been a reason why people abandoned shields in the late medieval period (my only source for this is GURPS martial arts fluff). That said I have actually been convinced that my houserule would require a revision of most of the two handed weapon/polearm stats. |
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Tags |
low-tech, two-handed weapons |
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